These are the crew of the spaceship the Non Apparens. They cruise the galaxy in search of salvageable treasure, and have recently detected what seems to be an abandoned research station on Planet FSA-89. What treasure might lie in wait?

The crew of the Non Apparens have decided to send down three of their own aboard the shuttle the Capsula Cinerea. Who will go?

Please select three crew members. When a few people have posted their preferences, we will begin the game using the three most requested.

A vote was held aboard the Non Apparens to determine who would brave Carpos Station first. Whitworth, who was in his bunk surfing the space-web, was immediately volunteered for service by all present. Bosun Joy offered to accompany him, and perhaps sneak an extra share of the loot for herself. After her, Captain Van Greebs uttered something broadly unintelligible, but which all understood to be her offer to go as the third member, out of her sense of responsibility as captain. Her selfless heroism deeply moved all who witnessed it, and none more than S.E. Penkala, who promised to convert the Non Apparens into the galaxy's greatest Space-Norse funeral if the captain should perish.

The Capsula Cinerea began its descent to FSA-89 with Whitworth, Joy, and Penkala aboard. Whitworth's Space Google Premium Membership proved invaluable, for without the aid of Street View they would never have found Carpos Station.

The old research center was truly deserted, and even a little overgrown in places. It looked to have been untouched for a decade or longer—all the better odds to find something worth looting.

However, as they began to approach the northern landing pad, something in the Capsula Cinerea's circuits shorted with a tremendous snap of electricity. Back in the cargo bay, Whitworth shrieked and jumped five feet back and at least one or two feet vertically; Penkala merely chuckled. Up in the cockpit, Joy did her best to keep the shuttle from crashing.

The crew evacuated safely, for the most part, and inspected the damages. Penkala determined that the Capsula Cinerea's radial charge incapacitator must have blown out. It would be impossible to repair theirs, but perhaps another could be scavenged from the station. Joy had noticed as they were descending that Carpos Station had a second landing pad. If they were going to find a new radial charge incapacitator, that would be the best place to look.

Off in the corner, Whitworth was googling "stuck in horror movie+how to not die".

>>1552224You search the landing pad. There are tons of cool spaceship parts scattered all over the place! All of them are from the Capsula Cinerea, though. You make a mental note to reattach them later.

>>1552583Nonetheless, you win this combat. The security bot is reduced to a heap of ash. Penkala grins ear to ear, but she's the only one satisfied with this turn of events. If the station's security systems are still active, you may be in for a bit of trouble. Or a lot of it. For a more specific answer, Whitworth turns to google: "how to tell if robbot wants to kill u".

space_cowboysfan32: s-lol i think you would kno

xmtrongirlx: red lights mean they're in attack mode

neptune_prince: Hello, I am contacing you with a fantabous proporsition regarding the contents of my bank account which I cannot acceize...

Sounds like you should take caution as you continue exploring. What will you do next?

It got terrible reviews on Space Yelp. The cafeteria salads suck, apparently. Google says Carpos Station was once used to research plants for terraforming purposes. Maybe some of that science tech is salvageable?

Your curiosity piqued, you open the next door and step into another corridor.

Not Pictured: Joy probes the crates, but they yield nothing aside from moldy old plant samples. However, she does find the gun the security bot was carrying, and takes it for herself.

Also, two notices: First, I will have soon have to start disassembling old rooms to get parts for new ones. Don't be surprised if rooms no one is in (like the landing pad) disappear. You can still revisit them; just consider them as outside the draw distance.

Second, I need to head out for a couple hours. I'll make a post when I return.

>>1553601>>1553498You dispatch Teddy into the hallway. It flashes its headlight to distract the robots, to great success. All the robots in the hallway begin converging on Teddy, guns/laser-swords at the ready. You may want to find somewhere to hide.

Meanwhile, Whitworth begins loading the free preview of How to Hack Robots For Dummies.

W: "Right, so it says here that guard robots won't attack people they're not programmed to attack...which wouldn't be us...and that there's usually a security terminal that controls them, somewhere...which wouldn't be here, probably. And their weakness is..."

I had an idea that if we can escape these security bots, we could set a bomb a bit back up the hallway and use Teddy to lure them toward it. We could tie a rope to Teddy so we could yank him to safety.

>>1553850>>1553857>>1553861You beat a hasty retreat back into the lobby, and slam the door behind you. It's a sturdy sheet of metal, but one of those robots has a knockoff lightsaber and you've watched enough of Episode 1 to know where this is headed.

Surprising the enemy/shooting them in the back does give you an advantage in combat. Teddy is not combat-enabled...yet.

>>1552255>>1553872>>1553880>>1553882>mass our fire through the hole and beat a hasty retreat back to the landing bay, closing the door behind us.There's two doors to retreat to, so we could have one person bait them on one side and have the others in hiding to ambush them from behind once the robots break through.>>1553882>(Can we space-google up some instructions to make a minfig-portable starship cannon in the round or so before the bots break through the next door, or is that too ludicrous?)The ship can't be moved, but I don't know about the cannon's rotations.

>>1553892> FlankingMaybe I've played too much Duskers, but I really don't want to open a new door until the current threat is dealt with. Going from three robots to seven is not my idea of fun. 'S up to you, though.

>Cannon's RotationsMy (ludicrous) idea was actually taking the cannon of the ship, and having a minifig wield it.

The more serious one was have a minifig in the ship shoot the robots with the ship's guns.

>>1553880>>1553882You fortify your position with the crates on hand. There's not much to improvise with, though. Two crates are only full of plant mush, as you discovered earlier, and the third was where you found Teddy. The robo-ash is not particularly useful for tinkering either.

The lightsaber blade begins slicing and you begin experiencing prequel flashbacks. God you hope they don't have droidekas, or worse—George Lucas.

Whitworth, who is cowering in the landing bay, notes that one of the Capsula Cinerea's guns (not visible) is conveniently aimed at the landing pad door. It should still fire, as long as Penkala didn't muck around with it too much. Too heavy to carry, though.

Meanwhile, Teddy (bearly visible) comes up with a quicker route to the bots' rear, and doubles back.

>>1553924>DuskersWell both the real-time and station map is certainly reminiscent of that.>>1553929Are the security droids on standby until they spot us, patrolling around, or are nearby ones going to converge too?

>>1553929Meh, why not. Have Whit get in the ship, and the other two hide in the southern room. Teddy should stay where he is, no sense in getting him scrapped when we have starship-grade weaponry and (hopefully) surprise on our side.

If we don't end up with a ringer on our hands, have the ship shoot first, then the ambushers jump out of cover and shoot them in the back when they're (presumably) shaken.

>>1553929>>1553946This works.>>1553951Could be.>>1553924>My (ludicrous) idea was actually taking the cannon of the ship, and having a minifig wield it.If we ever get the means to after the fight, we should totally do that, or one of the smaller guns.

>>1553941You don't see any security bots nearby, with the exception of the ones chasing you on the other side of the door. When you first encountered them, they didn't seem on alert due to your skirmish with the first bot, so it seems reasonable to assume that these robots only work by line of sight.

>>1553946You open the door to the southern room and close it behind you, though you leave it slightly ajar so you can see what's happening.

The robots finish slicing open the door and burst into the lobby, but are confused when they find no one waiting for them.

Whitworth is safely hidden in the cockpit of the Capsula Cinerea, one hand on the guns and the other frantically googling.

The robots pause, uncertain of which route to take.

Meanwhile, in the southern corridor, a bot with a nasty-looking gun awakens to your presence and starts lumbering towards you.

>>1553975>The robots finish slicing open the door and burst into the lobby, but are confused when they find no one waiting for them.lolHave Teddy draw them from the other side, then have all 3 quickly dispatch the bots from behind so they can deal with the southern bot.

>>1554030The offending robots are burnt to a crisp, though not before a stray shot from the elite bot in the crowd drops Joy to 1 HP. In turn, she loots its rifle from its smoldering cremains.

Whitworth, having been spared the stress of actually contributing to a fight for once, wipes the sweat from his brow and exits the cockpit. Meanwhile, the bot in the southern corridor continues its advance.

>>1554095(If you have them, you could use clear 1x2 flat pieces to join the laser beams, or use the ever-ubiquitous black round connectors[robot ash] in an end-to-end configuration. Don't have any nearby to test.)

And that's all for tonight! It's getting late over here too, but I'll be back in about 11 hours to pick things up from here. Thanks to all who participated, and I look forward to continuing the adventure!

>>1555760You manage to salvage the cannon from the destroyed wing and reconfigure it for manual firing. However, it's much too heavy to lug around the place.

As for a mech suit, you reckon you'd need less plates and more hinges, clips, and joints to make something like that. You stick a ball joint onto the gun though, just in case an opportunity arises later.

>>1555946You leave the landing pad and make your way back into the western corridor. Your first destination is the northernmost door.

Along the way, you pass by a pile of robo-ash from your earlier ambush in the hallway, and you pick up a blaster that you didn't have a chance to grab earlier. Joy stows it in her hyperspace backpack, ostensibly for safekeeping.

On the other side of the door is a small room with a couple computer terminals, some crates, and what looks to be part of the station's life support systems. No enemies in sight for the moment.

>>1556018You sift through the crates in search of precious loot. Instead, you find a bunch of expired rations and...whatever the hell this thing is supposed to be. You really haven't got a clue. A weird artifact from Planet Belville? Is it even system-compatible?

Meanwhile, Penkala and Witworth begin hacking the terminals. The concept of a computer without a mouse or trackpad or clicky desktop icons stops Whitworth dead in his tracks, but eventually you make it in.

The terminal attached to the cylinder monitors water usage in the facility. Apparently the farm and "CS-000" are using greater than average amounts of water, offset by the fact that nothing else is. The station is due to run dry in seven months' time.

The terminal on the left can be used to contact the robot ice-mining team out on one of FSA-89's poles. The logs report that their regular shipments of ice were vital to the station's water supply, but the most recent contact was a full decade ago. The ice-mining team is listed as offline.

>>1556149>The terminal on the left can be used to contact the robot ice-mining team out on one of FSA-89's poles.Attempt to contact ice-mining team again.>A weird artifact from Planet Belville? Is it even system-compatible?Look up the artifact online.>you find a bunch of expired rations andTake the non-food items from the expired rations, we could use them later.

Do we have any comms with command? Do we plan on inhabiting the station later or stripping it dry?

>>1556207wwhitworth@space.net: "yo ice miners this is crapos station are you there??"

The message could not be delivered.

wwhitworth@space.net: "hey kloky, it's whitworth, just thougt you should kno we're stuck on this shitty planet with a buncha kiler robots and also we may of kinda crashed the shuttle, can you give use a lift"

Seen by cpl_klocki@sp3.org at 2:44 PM

wwhitworth@space.net: "klockey i know you saw my message, i need an ansrew here"

Seen by cpl_klocki@sp3.org at 2:47 PM

wwhitworth@space.net: "for fcuk's sake clocky"

Seen by cpl_klocki@sp3.org at 2:49 PM

google: "weirdass lego commode or something+magenta"

Did you mean Part 33050, Dark Pink?

You follow the search to Space Bricklink, where you find this. You wish you hadn't.

Meanwhile, Joy pilfers a knife and fork from the space rations. You don't plan on sticking around the station any longer than necessary, and you definitely don't plan on eating anything here, but some extra melee weapons never hurt.

>>1556267>You follow the search to Space Bricklink, where you find this. You wish you hadn't.I feel your pain bro.Can we salvage from the robot wrecks to upgrade Teddy? See if we can get a closer look at the kill bots to find out their weaknesses.>>1556283Support once we upgrade our Teddy.

Before entering the infirmary to check on the ailing spaceman, you decide to amble through the hallway and check out all the crates. The chap can't be in too bad of condition; he made it to the infirmary, after all. This search yields an electric mixer and a bottle of very aged wine. This also fills up all your inventory slots (1 per hand, plus 3 from Joy's backpack).

Once your kleptomaniacal tendencies have been sufficiently satisfied, you finally enter the infirmary. Joy and Penkala hoist the rather compliant spaceman onto the med-bed while Whitworth does what Whitworth must do.

google: "princess laiea+chainmail bik—"

J: "Whitworth!"

google: "how to medicene+not a doctor"

W: "Alright, so...I guess you should...try to find their pulse...if they've got one, I guess. Might be hard to find if they've got a suit on. Oh, or you can use a mirror to see if they're breathing...or—"

>>1557425On the less bright side... inventory management. The bane of my life.

Can we stick the bottles in a crate and lug it back to the ship? How much can our ship hold?

If possible, scrap the infirmary bed for the necessary hinges and clips for the armor. Give Teddy the spare blaster for now (if he can hold it). Check the cabinets for loot if we haven't already, and attempt to google the identity of the bottle's contents.

I'm tempted, only tempted mind you, to combine the chemicals in the toilet and blend well with the mixer (adding wine to taste). Anon, how do you feel?

(OP, if you can divulge this, what's the average importance of the items we find? (on the scale of barely-saleable junk to plot-important macguyver parts, perhaps))

The system is based on a grid where 1 square is 4x4 studs. Much of the gameboard is made out of about 120 of the brown 4x4 rounds with technic pin holes pictured here; I simply put a 4x4 plate on top and string them together with pins into the necessary configuration. I made some 8x8 and larger pieces as well, using long technic beams. If you're familiar with Brick Quest, it's the same principle.

There are also decorative tiles (like the 4x8 with the tank and the computer console here >>1555994, or the columns in this pic), some of which are repurposed in more than one room, and others which are used only once (the infirmary, for instance).

There are a dozen or so doors in 4- and 8-wide variants, and furniture such as lamps, crates, chairs, and terminals that I keep loose and add where needed. This way I can create a variety of rooms using a common pool of modular pieces. When I need to, I can take apart rooms no one is in to make new ones (which I imagine will happen shortly, as I have run out of dark gray floor tiles).

I use an Excel grid map for reference (see >>1552255, but less green and more detailed), along with a reference picture of each room I took in advance for consistency.

The system is working better than anticipated so far; however, if there were five or so characters and they all chose to explore in a different direction, I don't think I'd have the resources to build all the rooms at once.

>>1557517I wouldn't worry about losing plot-critical items (you'll know those when you see them), and you can definitely haul anything unused back to the Capsula Cinerea. It can hold one full crate in addition to your crew and Teddy.

>>1557517>Check the cabinets for loot if we haven't already, and attempt to google the identity of the bottle's contents.In favor of this.Next, check the closet in the conference room. Small bananas, but it's a low hanging fruit right now.

>>1557581This is the map I used to plan the campaign. It's just a spreadsheet set for square cells, and then I draw using cell colors. I also pasted in a clipping from the list of rooms, which is just a reference picture of each room and a short description.

As for crates, they can hold as much Lego as will physically fit. You have, in addition to 4 bottles of unknown substances, a knife, a fork, an electric mixer, and bottle of wine. Would you like to throw any of those in the crate as well? They can all fit.

>>1557517>>1557642You do a quick search of the cabinets in the infirmary. You find a sack full of "tissue samples", all rotting away now. You then turn to your good friend google and try to identify the liquid from the three brown bottles and the one teal bottle.

google: "what does a docter keep in their office"

Hydrogen peroxide, apparently, but after ten years, those brown bottles probably have nothing but water and oxygen. Assuming you're correct, anyway.

The teal bottle (Did you mean Aqua?) is more easily identified. It's baby formula, though this raises more questions than answers.

Meanwhile, Penkala starts going to town on the hospital bed. After an intense half an hour or so, she successfully produces what could be described as power armor for Teddy, with a gun mount and everything. It's not big enough to lug around the ship's cannon, but it's a start!

You then pack everything else up into the crate and haul it off to the Capsula Cinerea.

>>1557741You'd love to try, but unfortunately the knife and fork can't attach directly to the mixer. Got to follow those system connections.

(It's just the default Mac word processor for the image list. I haven't tried Tiled, but it looks like something I'd be interested in; thanks!)

We need to remember to keep an eye out for that robot guard control console. It would be nice to loot some murderous roboguards on the way out if possible. Or at least have them act as a first wave if we bump into something really bad.

>>1557992>>1558053You can broadcast Teddy's PoV to Whitworth's laptop. Teddy can also open any unlocked door now, thanks to the power suit. However, he is more fragile than the other party members, having only 1 HP, and you are uncertain about repairing him.

>>1558068You proceed to Hall #7 and dig through the crates. Inside, you find a deluxe cannon!

...wait, sorry, you find a deluxe Canon...camera.

You then attempt to open the imposing black door to Hall #14, the one with all the red doodads on it. It does not budge. Disheartened, you try the other, identical black door in Hall #4, but to the same results. It is securely locked.

P: "It seems to me these doors were designed to keep intruders out of the inner sectors of this facility. Whitworth, see what they say on the web."

google: "big locked dore+black and red+lots of lites"

Your research indicates that these doors automatically lock down should any part of the station's infrastructure take serious damage. Once the damage is repaired, they will unlock.

You're not certain what part of the station might have been damaged (aside from one medical bed), but it may be something to keep an eye out for.

>>1558237>However, he is more fragile than the other party members, having only 1 HP, and you are uncertain about repairing him.Is there a way to improve Teddy's HP? Does being a smaller target make him harder to hit?

A snaking arc of electricity erupts from the broken lamp and coils its way around and through the two robots. They seem momentarily incapacitated, giving you an opening to either attack or escape. What will you do?

>>1563740Joy is carrying a Canon camera and a rifle, and can carry 3 more things.

Whitworth is carrying his laptop and a blaster.

Penkala is carrying her flamethrower, and can carry 1 more thing.

Teddy is carrying a blaster, and wearing a suit of makeshift power armor.

Back at the Capsula Cinerea, you have a crate containing: 3 bottles of finely aged hydrogen peroxide, 1 bottle of equally aged wine, 1 bottle of baby formula, and a knife, fork, and electric mixer. One of the ship's guns has also been converted into a cannon that is too heavy to carry around. The rest of the ship is heavily damaged.

>>1563938Joy takes advantage of the situation and pops a shot into the spider's eye—well, one of them, at least. The mechanical beast recoils from the massive damage, but it seems far from finished. It stares down at you with its two remaining eyes, while the laser bot shakes off the electrical damage and resumes charging its laser. What will Joy do?

>>1563962Meanwhile, the other three make it to the conference room. From the rec. room door, you can still hear the sounds of the security bots' television revelries. They don't seem to have noticed the disturbance.

Penkala makes ready to torch any enemy that comes through the doors, though the spider may be too large to fit through a 4-stud-wide space. Whitworth, on the other hand, follows his training in the classical art of Duck and Cover.

>>1563998Here's my setup. For lighting, I use the ceiling light in this room together with the lamp, though the lamp honestly does more work. The pictures are taken with my phone's camera, mostly because it sends the photos over to my computer more quickly than my actual camera, but it also seems to handle close-ups better.

I used BrickLink to order 100 of the 4x4 brown rounds, and had about 20 of my own lying around ahead of time. There are other parts that I think would be better (32324, for instance), and probably better colors than brown, but this one was the cheapest option by far (under 10¢).

The 4x4 plates are from Pick-a-Brick. My plan is to switch out the plates for 2x2 jumper tiles, but I don't have enough to test that out yet.

>>1564073That attack failed because Joy was outnumbered and outmatched. >>1563962 was the free round of combat from the electricity stun, which was successful.

>>1564073>>1564075Gravely injured, Joy retreats to #25, and leaves the door propped open. She braces herself and begins lining up her shot.

Across the hall, Penkala, Whitworth, and Teddy prepare for an attack of their own.

Slowly, the robots advance down the corridor. The sound of eight metal feet scraping across the ground echoes through the station. Somewhere in the distance plays a TV jingle for a space-burger joint...

>>1564190One of the spider's legs is incinerated, but it seems otherwise undeterred. With another of its legs, it smashes in the door to the conference room and begins trying to line up a shot. Our heroes scramble to get out of range.

>>1564196Joy: Fire. If Joy has any medicine on her, heal up to 2 hp after firing.Whitworth, since he has the most time before the spider is on him, shoot the end of the cannon. If it's damaged, it might malfunction when firing.Somebody else, run out of that room and try to flank the spider on it's rear from the southwest end of r4. Teddy I guess?

>>1564215With a well-aimed blast, Joy knocks off another of the spider's legs. She'll have to wait till her next turn to heal, though.

Over in the conference room, Penkala manages to avoid the spider's laser. Instead it knocks over one of the lamps, which topples into the rec. room door. A red light begins flashing on the other side. Meanwhile, Whitwort makes an attempt to knock out the spider's cannon, but is unable to do damage.

>>1564253I forgot we were in turn based mode (even tho it always is, non-combat lets us do more per QM-post)

Penkala and Whitty, get out the north end, those robots ain't gonna mess around now that they're angry. Teddy keep going. Joy, glance down the hallway to the West. If you're confident that you're not gonna get ambushed from that direction, shoot again, this time at the head. You can take cover instead of healing, for the time being.

>>1564314Up north, Whitworth and Penkala bail. Not a moment too soon either, as the spider's laser misses them by a hair's breadth. The security drones also begin their march off the couch and into combat. Teddy continues his southward voyage.

What is thy bidding?

>>1564283I only mind the turns in combat; outside of that, you can generally take as many turns per post as you like.

>>1564375>>1564422The situation is dire. Penkala and Whitworth regroup in the north end of hallway #4 as the robots advance on them, with the spider waiting at the other end of the hall. Our heroes are outnumbered and severely outgunned, but Penkala's not ready to throw in the towel yet. At least not without setting the towel on fire.

P: "Young man, I've got a plan to get us out of this pickle, but you may not like it."

W: "Does it involve me? Me, dying?"

P: "Yes, and not explicitly, respectively."

W: "Then you can go shove your plan down the Belville potty."

P: "Listen, boy. There comes a time when we have to square with ourselves and decide whether we're going to snuff out like a candle or go down in a blazing bonfire of glory. Are you going to spend the last minutes of your life cowering in a corner, or are you going to step up and take action? Are you with me?"

The ensuing explosion annihilates the security bots. Their robo-souls ascend to the great couch in the sky. The spider is on its last legs as well (literally). Our heroes have turned the tide, and now hold the upper hand.

———

Aaand I'm going to have to leave it here for a bit while I catch dinner and run some errands. I'll be back later tonight, as well as tomorrow! Hope you're all having a good evening (or whatever time of day it may be for you).

It comes equipped with the spider's gun, Teddy's blaster, and the cannon from the Capsula Cinerea, in addition to some armor plating and four legs for mobility. It's a bit piecemeal, and you're not sure how it would fare in melee, but it should be a force to be reckoned with at range. It's also much too large to fit through any space narrower than 8 studs, so mind where you take it.

>>1566978>>1572051Teddy slowly angles the Rough Rider (HP: 2) into r23. It's a tight squeeze, but you just make it. Teddy fusses over the controls in order to line up the three guns (harder than it looks when you don't have any fingers).

The security drones stare up into the disfigured, reanimated corpse of their comrade. In this moment, the pair of robots develop a rudimentary sentience and human emotions—namely, fear.

>>1573601The threat is eradicated; the room, clear. You begin backing the Rough Rider out the doorway, with all the grace of a man trying to finagle his sleeper sofa up the steps and through the front door.

>>1573804You begin picking through room 23 in search of loot. There are two computer terminals present, and inside the crates, Whitworth discovers some sort of weird head. You're not totally certain what it is. Some kind of weird space-British robot? Whatever it is, it runs for over 250¢ on the market. Now that's a lucky find!

>>1573909With a hiss of compressed air the capsule pops open! Inside is an unsavory sight: a decomposing corpse engulfed in plant matter. It's hard to tell whether the plants are merely devouring the body, or if something even fouler is afoot. If you squint, the vines almost seem to twitch.

The left terminal seems to control the lights in the spider's hanger; you slide the brightness over to 11 and a massive arc of electricity cascades between the two faulty lamps in r10. Might be a useful trick in a fight.

The other terminal monitors the station's oxygen supply, which is considerably elevated, particularly around rooms 15 and 29. You suppose that's good news; wouldn't want to suffocate, after all. It also explains a bit of how Penkala's flamethrower has been so devastating in combat.

>>1573935>>1573936Something about this whole situation gives you a serious case of the jibblies. You grab Penkala's flamethrower, light the whole mess up, slam the door behind you, and weld it shut. From the other side, you hear the satisfying crackle of things burning to cinders. You know Weird Space Shit when you see it, and you've no intention of getting eaten by it today.

>>1574002>>1574018Room 24 is small and dimly lit. Electrical cables sprawl across the floor, all leading to what appears to be a generator. However, this device seems inoperational. Its screen indicates that due to the damage this main generator has sustained, Carpos Station is currently operating on its emergency energy reserves.

P: "I'd reckon this machine is missing its power core, though I can't reason why it'd have been removed in the first place."

W: "Pretty cheap on mc^2Bay...found one for 32¢. Ooh, and free international shipping!"

J: "I'm going to guess that Carpos Station is a little more than international."

If you can find the missing power core, you should be able to restore Carpos Station to full functionality, and maybe even open those black doors. Of course, finding it may be another matter entirely...

Where will you go?

>>1574026>>1574034Thanks! I like doing scenery and furniture, so it's been fun making all the props.

Alright, we've officially exhausted this portion of the map. We've tried both doors into r14, correct? Both are locked down? If so, the next place to head to would be r8. Drop anything valuable off on the way through.

>>1574141You have tried both doors and they're both locked. Having thoroughly explored the west wing of Carpos Station, you begin making your way to the east wing. On the way, you drop off the robot head at the Capsula Cinerea. Current on-hand supplies are your respective weapons, the laptop, and 7 medicine. If you'd like to pick up any supplies from the ship (>>1566244), you may.

>>1574945For this game, there are large and small guns. A large gun is better than a small gun if you're not carrying anything else, and weaker if your off-hand is occupied. The two guns in >>1566244 are large guns. They wouldn't be great for Whitworth, who has his laptop, nor for Joy, who already has a large gun, nor Penkala, whose flamethrower is a different sort of weapon, but you could always mount them all on the Rough Rider.

>>1576759We begin this round by taking every remaining gun and affixing them to the front of the Rough Rider. With five weapons of varying calibers at his disposal, this Ursa Minor has become an Ursa Major.

>>1579519This is where the situation stands. The Rough Rider is down to 1 gun and 1 HP; the enemy power armor has sustained some damage as well. 2 basic drones, 1 armored drone, and 1 heavy drone remain.

———

I have to head out for the evening, and this thread has hit page 10, so I'll pick up from here tomorrow in a new thread! Thanks for playing!